Jump to content
EN
Play

Forum

[Issue 58] [Guide] It's Time To Excel In: Iran


Hex
 Share

Recommended Posts

RSbJj8l.png

LhxkT1k.png

SWMVhow.jpg

hWP02gJ.png

 

Besides the dredge of dust that hovers in this map, this is one of the maps you will love dearly. Its sharp turns and the infamous tunnel offers fast-paced, action-packed gameplay with a tank hiding around every corner.

 

Behold, the map Iran!

 

 

Introduction:

Iran is a rather unique map. It is the only map to have flowers (flower sprites) and dust, instead of the usual 'fog'. It is 35 x 30 meters big and covers a vast area of 1050 square meters. It unlocks at Gefreiter, can fit 20 players and is available on all gameplay modes.

 

History:

The exact date of the release of Iran is unknown, but it is thought to be somewhere between 2010 and 2014. To give you readers an idea of how this map looked way back then, here is a picture:

 

mpk472h.png?1

The previous look of the map Iran. Today however, the graphics quality has been improved and the straw bales in the center are no longer there.

 

Overview and Division:

Iran a medium-sized map, but not all of its areas contribute to medium-ranged combat. The alleyways, or 'extensions' on all four sides of the maps requires a long-ranged weapon to stop enemies from infiltrating into your base. Moreover, you will definitely encounter elevation increase/decrease whilst carrying out your role; this is because taking the right path to your goal is important, whether or not it requires you to drive up a building.

 

twL3a1f.jpg

 

Iran can be equally divided into six different parts: the Bases, the Passageways, the Middle and an extra part consisting entirely of a tunnel, that runs the complete length of the Middle from the Blue base to the Red base.

 

1. Red base

Pretty much self-explanatory - this is the complete area where the Red team spawns as well as where their flag is located. It consists of two separate buildings and an opening of the Tunnel.

 

2. Blue base

This area is where the Blue flag and the spawn points are located. This area consists of three major buildings and the other opening of the Tunnel.

 

3. The Middle

The middle of the map - where most of the attacking/escaping routes are located. This area happens to house most fights throughout the battle, and surprisingly, it contains five Gold box drop zones!

 

4. North Passageway & 5. South Passageway

Two opposite 'alleyways' exactly running perpendicular to the Middle. Those who love being sneaky can benefit from this area. Absurdly, just next to these alleyways are self-destruction points. Once step too far and BOOM, you're dead.

 

6. The Tunnel

A small but useful tunnel which runs the entire length of the Middle - from the Blue base to the Red base. This isn't used very much, but is very necessary to understand how to use it as an escape route if you are low on health. It also offers campers a great opportunity for practicing the 'Peek-a-boo' technique.

 

Supply Drops:

Attacking:

 

The supply drops are generally well-positioned. There's a drop zone at every corner, which can be either be disastrous or conductive to your teams' attack. Pick up your desired boxes strategically. That is, defining a route of attack. See the representation below for more information.

 

The best way for Reds to attack is through the combined areas of the Middle and the North Passageway. Two extremely important drops are located there - a Double Armor and a Double Power. You should use one of your own Speed Boosts and head straight for the flag. Once you grab hold of it, turn your turret 180° and drive back. This time however, choose between the Middle, the Tunnel or the North Passageway. Always escape through the route where minimum tanks are present. I would recommend going through the Middle, turning right when possible and securing the ramp on top of the building. Then, grab a Repair Kit and jump down onto your flag.

 

The Blues, however, should stick to a more dynamic plan: Choose between a route that crosses several different regions on the map. Recommendation: Go through the North Passageway. First of all, time your attack. When the Double Armor drops, pick it up and turn left, go on top of the building, grab the Double Power and equip a Speed Boost of your own. However, this can be a little tricky, as enemy snipers should be operating here. Watch out for mines. If you don't want to follow this path, choose between the Middle, the Tunnel or the North Passageway.

 

7HXycKg.jpg

Attacking routes in Iran

 

Defending:

 

Generally, the drop zones on top of the buildings, such as the Double Power boxes are of great use to a defender. However, supply drops such as Double Armor and Speed Boosts should always be reserved for attackers. Since both the bases are protected from all four sides with a few openings in the middle, a defender can do lots to help their team. Be a permanent defender, a trustworthy one - don't go into the Middle or opt to 'help' out the attackers.

 

Escape:

Escaping has always been a problem in Iran. The tank density in the Middle is always high, and can result in you getting blocked and the enemy flag getting returned. On the other hand, both the Passageways have low density but no cover at all. You can easily get shot by enemy ranged-weapons which again, will result in half of the enemy team hot on your tail. To make a successful escape, you need mid-fielders, a handy Repair Kit, lots of cover and an area where you can drive by without getting stuck. That being said, let's look at some of the major escape routes in Iran.

 

t58IzKg.jpg

Major escape routes for Reds

 

3jYEYFG.jpg

Major escape routes for Blues

 

Optimum Mining Positions:

Red Base:

 

Position 1
Definitely one of the most useful mining positions in the Red base. The enemy attackers will sometimes follow the North Passageway and then take a sharp turn into the Red base. These mines ensure they don't grab your flag.

 

7bgRRrs.png

 

Position 2
This mining position is for blocking anyone coming from the Middle or the Tunnel. At times, your opponents will try to be sneaky and come through this side. To defend against them, lay a couple of mines at this position.

 

ezmcV3u.png

 

Position 3
This building is another route of attack. Though not common, laying mines is necessary especially if none of the defenders are operating here.

 

FrSQC9G.png

 

Blue Base:

 

Position 1

This position is all about defending the flag from the attackers approaching from the South Passageway. This isn't often required, since a heavy tank will always be engaged against the attackers on this side.

 

fJMKVLq.png

 

Position 2

Sometimes, enemies will either be sneaky and go through the tunnel or take the long route from the North Passageway and ultimately turn up at the Blue base through these two openings. Lay quite a few mines here to stop them from penetrating through.

 

zaVHtke.png

 

Position 3

The use of mines here is limited since the Middle isn't always used for attacking. Plus, the defender sitting on the flag will have this opening under his line of sight at all times. However, if no defender is present, laying a couple of mines will definitely help protecting the flag from the attackers.

 

dEInwN9.png

 

Sniping Positions:

Illustrated below are some of the major sniping spots in Iran. Note: These spots might/might not protect you from all sides nor from the top but give a wide view of the whole map.

 

26Vj9sU.jpg

Major sniping spots in Iran

 

Most of the sniping spots are on the three accessible buildings and in the corners of the map. Shaft will work amazingly on top of those buildings, but turrets such as Thunder or Railgun tend to be more productive on the corners or the Passageways of the map.

 

Turrets:

 

150px-Turret_firebird_m0_2.png- Firebird

Firebird will do a terrific job in Iran. Its after-burn effect can be used to its full potential in Iran DMs as well as TDMs, CTFs and even CPs! Damage several enemies for a specific time depending upon their hull/module. When you think you are done, simply drive away. The after-burn will take them out. In team battles, Firebird should act as a mid-fielder rather than an attacker except for CP mode. In CP, always head for the point, damage your opponents leaving them virtually dead and the point vacant for you to capture.

 

Ratings:

DM - 10/10

TDM - 9/10

CTF - 9/10

CP - 10/10

 

Special Notes:

The use of Firebird's after-burning capability is a must!

 

150px-Turret_freeze_m0.png- Freeze

Freeze has become the most sought-after weapon after the latest re-balance. It will do AMAZIN' in an Iran DM and TDM. However, its ability to freeze other tanks shows its true colors in CTF and CP mode. You can literally go up to some people and freeze 'em while circling them letting you or the flag-bearer have an easy escape/capture.

 

Ratings:

DM - 9/10

TDM - 10/10

CTF - 9/10

CP - 10/10

 

Special Notes:

Not much to note here.

 

150px-Turret_isida_m0.png- Isida

Isida is definitely one of worst turrets when it comes to DM, courtesy of the re-balance. The healing to damage ratio has been decreased a lot, rendering Isida utterly useless. However, healing teammates is still an option. Stick to your base in TDM mode by helping defenders and mid-fielders. For CTF and CP though, go attack. Keep your beam on your teammates instead of your opponents. It is your teammates' job to kill enemies, not yours!

 

Ratings:

DM - 2/10

TDM - 10/10

CTF - 10/10

CP - 10/10

 

Special Notes:

Use Isida wisely - only attack enemies when in need. Try to block enemies after the flag-bearer has grabbed the flag and escaped.

 

Hammer_m0.png- Hammer

Iran is short-ranged map and Hammer is the short-ranged jack-of-all-trades! What better turret to use other than Hammer in such a crunched map? It will dominate - be it DMs, TDMs, CTFs or even CPs. The fact that its impact force is so strong makes Hammer a great turret for dodging shots; and dodging shots is important in Iran. Remember what I told you in the 'Escape' section? Right on!

 

Ratings:

DM - 10/10

TDM - 9/10

CTF - 10/10

CP - 9/10

 

Special Notes:

Shoot your opponents, especially who have Thunders, Railguns or Shafts at the last second to destabilize them. This will result in their shot being a miss.

 

150px-Turret_twins_m0.png- Twins

Twins is a really popular turret, especially for a cramped map such as Iran. Mount it on a heavy hull and go stand in the middle - you are now an indestructible mean machine. Put a brick on the space-bar and one finger on either the 'Z' or 'X' key. Sit back, relax and keep on drugging. Take an Isida with you in TDM or CP. You will be able to drive all the way through the middle and even into the enemy base without sustaining major damage. For CTF however, Twins makes a great defender instead of an attacker.

 

Ratings:

DM - 10/10

TDM - 8/10

CTF - 9/10

CP - 9/10

 

Special Notes:

Twin's suppressive capabilities can come in handy around the narrow passageways.

 

150px-Turret_ricochet_m0.png- Ricochet

Ricochet is a turret that is incredibly hard to control even in such a map like Iran. Most people tend to 'face' their enemies before killing them instead of correctly using this turret. With its projectiles' ability to bounce and then bounce back, a Ricochet shell can easily reach the enemy base and damage opponents while you being still in yours! This makes it useful for DMs, TDMs and CTFs. In CP however, use of Ricochet is limited, but you can still try it out with Viking and protect a point. The only drawback it has its energy. Once it is used up, you need to become a camper for some time till it recharges.

 

Ratings:

DM - 8/10

TDM - 9/10

CTF - 9/10

CP - 7/10

 

Special Notes:

Bounce those projectiles! BOUNCE 'EM.

 

150px-Turret_smoky_m0.png- Smok'a

High rate of fire, high damage per shot, fast reload, fast rotation speed and whatnot - an extravaganza of turret requirements. Works beautifully in DMs and is lethal in team battles. Offers a great array of positions; you can use it as a defender, a mid-fielder, an attacker and even as a flag-bearer! Becomes a beast when paired up with either Viking or Titan, depending upon the position you play.

 

Ratings:

DM - 10/10

TDM - 9/10

CTF - 9/10

CP - 10/10

 

Special Notes:

Try to get as many shots on your opponent before the critical eventually wipes them out.

 

Vulcan0.png- Vulcan

The only drawback for Vulcan is over-heating. However, it impairs driving - and M4 Vulcan can literally flip a Wasp and even a Hornet as you know it, which makes it good for both DMs and TDMs. For CTFs, Vulcan is more effective as a defender or a mid-fielder. In CP battles however, try to sit on a point with an Isida beside you, and constantly fire on anyone who tries to take that point from you.

 

Ratings:

DM - 7/10

TDM - 8/10

CTF - 7/10

CP - 9/10

 

Special Notes:

A Vulcan can be used to its full potential by constantly firing upon enemy tanks.

 

150px-Turret_thunder_m0.png- Thunder

One of the most strongest turrets in the game. Absolutely brilliant for DMs, good for TDMs but phenomenal for CTFs and CPs. Thunder should always be paired up with a fast, maneuverable hull, such as Viking. It becomes nearly OP when M4'd and can take out any hull in under four shots as long as it is being operated with a Double Power box. The only drawback of Thunder is the self-damage it causes, which is why you should try to keep some distance between you and your enemy. In team battles, Thunder can be used for attacking, mid-fielding and even defending.

 

Ratings:

DM - 9/10

TDM - 8/10

CTF - 9/10

CP - 10/10

 

Special Notes:

Try not to inflict self-damage by hitting your opponents from a safe distance.

 

150px-Turret_railgun_m0.png- Railgun

Despite its slightly long reload time and a delay before the actual 'fire', Railgun shows exceeding results in Iran. But this doesn't necessarily mean it is the best turret for DMs - no, it isn't. In a DM, you need constant damage to outperform your enemies and obviously, a Railgun can't really provide that. Per contra, it is a good choice for those who want to defend from different sides of their bases by regularly changing sides from one Passageway to another. Will work a treat for CTF battles.

 

Ratings:

DM - 5/10

TDM - 9/10

CTF - 10/10

CP - 7/10

 

Special Notes:

Do not waste time as a Railgunner - keep intimidating your enemies by providing constant firepower.

 

150px-Turret_shaft_m0_2.png- Shaft

Owing to Iran's tight and confined spaces, a Shaft can indisputably block off a complete entrance to ones base. Not the best turret for an Iran DM. In TDMs and especially CTF battles, you can drive up the stairs onto a building, lay some mines and start pounding those score-streaks. In CP however, Shaft would definitely not be my best choice - sure, Shaft deals a huge amount of damage, but can you really sit on a point and control it with Shaft?

 

Ratings:

DM - 5/10

TDM - 8/10

CTF - 8/10

CP - 5/10

 

Special Notes:

Using arcade mode is more worthwhile than sniping mode.

 

Hulls:

 

150px-Hull_wasp_m0.png- Wasp

This little insect would get shattered as soon as it spawns in a DM battle, therefore, it's a no-no. Plenty of other choices other than Wasp for a TDM as well. For CTF however, the tables turn. You can literally go into the enemy base and steal their flag before they even know what's up. Not the best choice for a CP battle though.

 

Ratings:

DM - 0/10

TDM - 2/10

CTF - 8/10

CP - 4/10

 

Special Notes:

When you steal the enemy flag, make sure to take as many turns around corners as you can. This will prevent any enemy shots from hitting you at the last moment. After the re-balance, Wasp can easily get flipped with Shaft and Railgun.

 

150px-Hull_hornet_m0.png- Hornet

Nope. Hornet just isn't made for Iran, really. Like Wasp, Hornet would make an easy kill; in TDMs, it would get spotted right away once it pops out of its cover. It can have some use in CP mode but that would be assault - clearing the away to a point for your mediums and heavies to arrive. Except for CTF mode, I don't really see any reason one should use this hull in Iran.

 

Ratings:

DM - 0/10

TDM - 5/10

CTF - 8/10

CP - 3/10

 

Special Notes:

When a Railgun aims at you, get into a sharp turn. At the last second, stop, reverse and turn your hull immediately to the right/left to dodge the shot. After the re-balance, Hornet too, can easily get flipped with Shaft and Railgun.

 

150px-Hull_hunter_m0.png- Hunter

Hunter may or may not bring up a good standoff in a DM battle depending on the enemy combo's. For DM and TDM battles, camp on one of the buildings behind the pillars and use the 'Peek-a-boo' technique once an enemy crosses your line of sight. For CTFs and CPs, provide cover support for attackers - use Isida.

 

Ratings:

DM - 6/10

TDM - 9/10

CTF - 9/10

CP - 7/10

 

Special Notes:

When going into a turn with a Speed Boost activated, alternate between the top and bottom arrow keys to maintain a safe turn and prevent a drift that eats precious time. Yes, Hunter too, can get flipped, but by Shaft only.

 

150px-Hull_vicing_m0.png- Viking

Ta da! Viking is probably the finest of all hulls in the game. It's capabilities allow it to be appropriately and strategically used in all kinds of positions in any given map. It has the perfect speed and health-points for an Isida user, the perfect amount of acceleration and turning radius for an attacker and just enough weight and turning speed for a defender.

 

Ratings:

DM - 10/10

TDM - 10/10

CTF - 10/10

CP - 9/10

 

Special notes:

Viking is a great hull - it can be used with any strong turret at any position. Viking can get flipped by a Shaft.

 

150px-Hull_dictator_m0.png- Dictator

Dictator is a fierce hull; it can maintain enough health-points to excrete maximum damage upon your foes. Its a durable hull for DMs, TDMs as well as for CTF and CP battles. It works best with high impact force weaponry, such as Smoky, Ricochet, Thunder and Hammer. A Dictator-Hammer combo can send Wasps flying into the air when shot at the right angle. Overall, this is an amazing hull with capabilities like none other.

 

Ratings:

DM - 8/10

TDM - 9/10

CTF - 8/10

CP - 7/10

 

Special Notes:

Contributing to its height, hide next to tall props rather than props equal to its size.

 

150px-Hull_titan_m0.png- Titan

Time for the bad boys to arrive. A Titan can take a vast amount of damage input but produces double as much damage back to the enemies. Maintaining just enough health-points, the use of 'Peek-a-boo' and dodging shots with turrets, this hull can take you to the top of the leader-board in no time.

 

Ratings:

DM - 10/10

TDM - 10/10

CTF - 9/10

CP - 10/10

 

Special Notes:

Always take an Isida with you when you are a Titan, since you will always be using turrets such as Twins, Smoky or Vulcan.

 

150px-Hull_mammoth_m0.png- Mammoth

"Darling, aren't I getting a bit fat?"

"You look *thinks what to say* f-fine Howard."

 

Jokes and obesity aside, you just can't underestimate a Mammoth user. The fact that Mammoth has a fortress of health-points means it can deliver a lot of damage while taking damage itself. It can survive in the toughest of situations and can even bring a stalemate to an end!

 

Ratings:

DM - 10/10

TDM - 9/10

CTF - 8/10

CP - 10/10

 

Special Notes:

Use a Repair Kit to stay alive as you mid-field/defend/attack.

 

Paints:

Thanks to Iran's amazing lighting and graphics, as well as the dust that freely roams around in the entire map, the paints with the brightest and the lightest theme look the most exquisite. Here are three of those paints that will make your tank truly stand out in Iran:

 

Coloring_sahara.png- Sahara

Price: 60000 Crystal.png

 

Coloring_moss.png- Moss

Price: 70000 Crystal.png

 

Coloring_Raccoon.png- Raccoon

Price: 210000 Crystal.png

 

Modules:

Module0.pngModule_spectrum.pngModule3.png

Module1.pngModule2.png

 

Iran is a close-ranged map, and turrets such as Smoky, Vulcan, Firebird, Freeze, Hammer and Thunder are the most popular. Three of the most outperforming modules for use in Iran are:

The Lion Series:
The 'Lion' modules provide extensive choices for short-ranged turrets, which is perfect for Iran. The best one out the 'Lion' modules has got to be Lion T-D; which provides protections from Twins, Ricochet and Hammer.

The Grizzly/Badger Series:
The 'Grizzly' and 'Badger' modules provide protections from very short-ranged/melee-ranged turrets. These are useful for a Vulcan user. The best one in these series is Grizzly T-G; which provides protections from Smoky, Firebird and Hammer. Badger T-A is also a great choice. It has protections from Firebird, Freeze and Hammer.

The Kodiak Series:
The 'Kodiak' modules are basically ranged modules. One of them will be for short + medium range, the other will be be for short - long range. As a mid-fielder in Iran, you need protections from four vital turrets: Railgun, Ricochet, Hammer and Shaft/Smoky. So, Kodiak T-F and T-E are the most suitable.

 

Effective Combos:

 

150px-Turret_isida_m0.png + 150px-Hull_vicing_m0.png24px-Railgun_mod.png24px-Thunder_mod.png24px-Ricochet_mod.png Kodiak T-F

This combo is one of the most useful, if not the most useful combo in Tanki. If you use such a combo, make sure to either stay in your base or help your attackers. Keep everyone's health maximum. Protections against turrets such as Railgun, Ricochet and Thunder are necessary since these turrets can operate from mid-long ranges where Isida beams can't reach. Overall a great combo, I'd rate it 10/10.

 

150px-Turret_ricochet_m0.png + 150px-Hull_dictator_m0.png24px-Firebird_mod.png24px-Twins_mod.png24px-Freeze_mod.png / 24px-Firebird_mod.png24px-Isida_mod.png24px-Freeze_mod.png Badger T-F/E

This is also a great combo. The cone angle of Ricochet combined with the height of a Dictator makes for a great combo that can deliver shots around every corner. Since this tank will always be on the front line, protections against short-ranged turrets are required.

 

150px-Turret_smoky_m0.png + 150px-Hull_titan_m0.png24px-Isida_mod.png24px-Thunder_mod.png24px-Vulcan_mod.png Shark T-F

Probably the last combo the enemy teams would want to see on your team. This combo can act as a defender, a mid-fielder and also a support for attackers. You can change up this combo as well: Use Vulcan with modules such as Badger T-A or Twins with Lion T-A. As a Titan, you will need an Isida with you or at least around you at all times, so that the supplies you activate can be used to their maximum potential.

 

Capturing Points:

MGqrlou.jpg

Control Points in Iran

 

There are five control points in Iran; all are symmetrically shaped. Point A and C are in the Blue base and the Red base respectively, B's in the middle, D's next to the North Passageway and E's next to the South Passageway.

Capturing Point A:
Reds:

Point A is located directly in the midst of the Blue base. There is a good chance you won't get to capture it throughout the game. Even if you do, it will soon be captured by the enemy team. If you do want to capture it, flank it from all sides.

Blues:
Easy. When you spawn, drive into the point.

Capturing Point B:
Reds:

After you capture Point C and the enemy team captures Point A, half of both teams will move to Points D and E. The other half will head to Point B. Whoever has the strongest firepower will win this standoff.

Blues:
Directly the opposite of the aforementioned sequence, but still requiring the epic standoff.

Capturing Point C:
Reds:

Point C is located in the Red base. When you spawn, capture it right away.

Blues:
Definitely the hardest one for you to capture. If so the need arises, flank it from all sides. Jump from the top; attack from every side possible. Keep in mind that by doing this you are leaving other points vulnerable.

Capturing Point D:
Reds:

Attack from the North Passageway. You can also be sneaky and try to go through the tunnel.

Blues:
This point is located inside your base. You shouldn't have a hard time capturing it.

Capturing Point E:
Reds:

This point is located in your base. You too shouldn't have any problems capturing it.

Blues:
Attack through the South Passageway. You can try to go through the Middle as well only if Point B is under your command.

 

Stalemates:

If such a situation arises, where both the teams have the flags of their opponents, protection is what you need. In Iran, there are practically no hiding spots available. Both the teams will generally be in their bases. Follow these steps to return your flag:

  • Do a recon - drive around the map, especially around the enemy base. Once you spot your flag, pass on the information to your team.
  • Once you respawn, encourage some of your teammates to go attack. The more Isidas, the better. Before you do this, pass on the flag to a Titan, or a Mammoth and make sure he uses supplies.
  • Flank your flag from all sides.
  • Try to kill the flag-holder before killing all the tanks surrounding the flag-holder, since he can escape while are still busy with his 'protectors'.
  • Use pushing power to drive enemies out of the way and eventually, your tank will touch the flag.

Gold Boxes:

BRnN1hq.jpg

Gold Box drop locations in Iran

 

There are sixteen places where the Gold box drops in Iran. Most of them are on the North and South Passageways, while the rest are in the Middle and its surroundings. Once again, you should always self-destruct no matter what and don't just fall off the edge - drive around to spot the zone. There is a good chance you will spawn far away from your previous place. Kill anyone you see, to satisfy the self-destruction penalties you were charged with.

 

Zone 1:

Hide in the Red base, or hold back a bit on the North Passageway. When the Gold begins to drop, drive straight into it. Make sure you drive in between tanks, so that you can't be pushed out.

 

Zone 2:

Climb the stairs up the building and jump down onto someone once is drops.

 

Zones 3, 4:

Similar to Zone 1.

 

Zone 5:

Drive up the building next to it, make sure you aren't being pushed aside. Once all the Dictators and Vikings jump down, drive as fast as you can and turn your hull on the protruding wall so that your hull lifts up.

 

Zones 6, 7, 8, 9, 10:

If the Gold box is dropping here, you should probably change to Wasp. All the buildings around these zones don't have any kill-zones on top of them (except the mosque - the building with the blue dome and minarets) and can be easily be achieved by One Man Parkour. Once the Gold begins to fall, jump down onto someone at the perfect moment.

 

Zone 11:

Stay behind the tunnel, where the Repair Kit drop zone is located. Some of the tanks will go into the tunnel to hide and jump on anyone once the Gold box drops. You, however, have a simple job: Jump on those tanks who are in the tunnel at the right time. They will carry you straight into the Gold.

 

Zones 12, 13, 14:

Similar to Zone 1.

 

Zone 15:

If the Gold box is dropping here, drive back the ramp that leads up to this building. Then, jump onto anyone below once it drops.

 

Zone 16:

Similar to Zone 1.

 

 

And that, readers, is the end of a super long guide. Feel free to express your ideas and thoughts about the map Iran - its gameplay, features, tips and tricks etc. I hope you enjoyed this article!

 

Over and out.

Upx7E8b.png

 

kDYWCWE.pngk7ftT83.png

  • Like 13

Share this post


Link to post
Share on other sites

Very nice. I am kinda surprised that Rico got low ratings and smokey got decently high-the more cover, the better for Rico. Also, I would say to use pictures of the m3 modifications of turrets. Very helpful, well-written, and extensive.

Share this post


Link to post
Share on other sites

Very well written and informative. However, I must point out that 'most strongest' is bad grammar.

 

Please, no kill :lol:

Welp xD

 

When you think the answer to the quiz is here ._.

Haha :P

 

Very nice. I am kinda surprised that Rico got low ratings and smokey got decently high-the more cover, the better for Rico. Also, I would say to use pictures of the m3 modifications of turrets. Very helpful, well-written, and extensive.

It generally depends on how a player plays. The fact that you have to wait quite a long time for a full recharge decreases it ability to constantly stay on the front. It needs to get behind some cover time to time. Smoky however, isn't an energy based turret; hence, it surpasses Ricochet.

 

As for M3 pictures, I can, but there's a problem. These have been copied directly from the Wiki. The pictures of M3 equipment vary in size - one is bigger and one is smaller. M0's however, have the same propotions.

 

Useful for DS. Thanks ^_^

Great. Good luck!

Share this post


Link to post
Share on other sites

When you think the answer to the quiz is here ._.

I wondered after I found it elsewhere. :lol: Edited by Ninja

Share this post


Link to post
Share on other sites

 

The obvious "Special Note" for Freeze is to hang about your flag, using its freezing effect to make sure no one escapes with your flag :P

Share this post


Link to post
Share on other sites

Very informative. 

Probably the clearest and most instructive guide I have read on a map. Very clear advice and getting the gold boxes too! Good job.

  • Like 1

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...